public override IEnumerable Regenerate() { foreach (object result in base.Regenerate()) { yield return(result); } Rand.PushState(); Rand.Seed = Find.World.info.Seed; for (int i = 0; i < 1500; i++) { Vector3 unitVector = Rand.UnitVector3; Vector3 pos = unitVector * 10f; LayerSubMesh subMesh = base.GetSubMesh(WorldMaterials.Stars); float num = WorldLayer_Stars.StarsDrawSize.RandomInRange; Vector3 rhs = (!this.UseStaticRotation) ? Vector3.forward : GenCelestial.CurSunPositionInWorldSpace().normalized; float num2 = Vector3.Dot(unitVector, rhs); if (num2 > 0.8f) { num *= GenMath.LerpDouble(0.8f, 1f, 1f, 0.35f, num2); } WorldRendererUtility.PrintQuadTangentialToPlanet(pos, num, 0f, subMesh, true, true, true); } this.calculatedForStartingTile = ((Find.GameInitData == null) ? -1 : Find.GameInitData.startingTile); this.calculatedForStaticRotation = this.UseStaticRotation; Rand.PopState(); base.FinalizeMesh(MeshParts.All); }
public override IEnumerable Regenerate() { IEnumerator enumerator = base.Regenerate().GetEnumerator(); try { if (enumerator.MoveNext()) { object result = enumerator.Current; yield return(result); /*Error: Unable to find new state assignment for yield return*/; } } finally { IDisposable disposable; IDisposable disposable2 = disposable = (enumerator as IDisposable); if (disposable != null) { disposable2.Dispose(); } } Rand.PushState(); Rand.Seed = Find.World.info.Seed; LayerSubMesh sunSubMesh = base.GetSubMesh(WorldMaterials.Sun); WorldRendererUtility.PrintQuadTangentialToPlanet(Vector3.forward * 10f, 15f, 0f, sunSubMesh, true, false, true); Rand.PopState(); base.FinalizeMesh(MeshParts.All); yield break; IL_012f: /*Error near IL_0130: Unexpected return in MoveNext()*/; }
public override IEnumerable Regenerate() { IEnumerator enumerator = base.Regenerate().GetEnumerator(); try { while (enumerator.MoveNext()) { object result = enumerator.Current; yield return(result); } } finally { IDisposable disposable; if ((disposable = (enumerator as IDisposable)) != null) { disposable.Dispose(); } } Rand.PushState(); Rand.Seed = Find.World.info.Seed; LayerSubMesh sunSubMesh = base.GetSubMesh(WorldMaterials.Sun); WorldRendererUtility.PrintQuadTangentialToPlanet(Vector3.forward * 10f, 15f, 0f, sunSubMesh, true, false, true); Rand.PopState(); base.FinalizeMesh(MeshParts.All); yield break; }
public override IEnumerable Regenerate() { foreach (object item in base.Regenerate()) { yield return(item); } Rand.PushState(); Rand.Seed = Find.World.info.Seed; for (int i = 0; i < 1500; i++) { Vector3 unitVector = Rand.UnitVector3; Vector3 pos = unitVector * 10f; LayerSubMesh subMesh = GetSubMesh(WorldMaterials.Stars); float num = StarsDrawSize.RandomInRange; Vector3 rhs = (UseStaticRotation ? GenCelestial.CurSunPositionInWorldSpace().normalized : Vector3.forward); float num2 = Vector3.Dot(unitVector, rhs); if (num2 > 0.8f) { num *= GenMath.LerpDouble(0.8f, 1f, 1f, 0.35f, num2); } WorldRendererUtility.PrintQuadTangentialToPlanet(pos, num, 0f, subMesh, counterClockwise: true, randomizeRotation: true); } calculatedForStartingTile = ((Find.GameInitData != null) ? Find.GameInitData.startingTile : (-1)); calculatedForStaticRotation = UseStaticRotation; Rand.PopState(); FinalizeMesh(MeshParts.All); }
public override IEnumerable Regenerate() { foreach (object result in base.Regenerate()) { yield return(result); } Rand.PushState(); Rand.Seed = Find.World.info.Seed; WorldGrid grid = Find.WorldGrid; int tilesCount = grid.TilesCount; int i = 0; while (i < tilesCount) { Tile tile = grid[i]; Material material; FloatRange floatRange; switch (tile.hilliness) { case Hilliness.SmallHills: material = WorldMaterials.SmallHills; floatRange = WorldLayer_Hills.BasePosOffsetRange_SmallHills; goto IL_180; case Hilliness.LargeHills: material = WorldMaterials.LargeHills; floatRange = WorldLayer_Hills.BasePosOffsetRange_LargeHills; goto IL_180; case Hilliness.Mountainous: material = WorldMaterials.Mountains; floatRange = WorldLayer_Hills.BasePosOffsetRange_Mountains; goto IL_180; case Hilliness.Impassable: material = WorldMaterials.ImpassableMountains; floatRange = WorldLayer_Hills.BasePosOffsetRange_ImpassableMountains; goto IL_180; } IL_25C: i++; continue; IL_180: LayerSubMesh subMesh = base.GetSubMesh(material); Vector3 vector = grid.GetTileCenter(i); Vector3 posForTangents = vector; float magnitude = vector.magnitude; vector = (vector + Rand.UnitVector3 * floatRange.RandomInRange * grid.averageTileSize).normalized * magnitude; WorldRendererUtility.PrintQuadTangentialToPlanet(vector, posForTangents, WorldLayer_Hills.BaseSizeRange.RandomInRange * grid.averageTileSize, 0.005f, subMesh, false, true, false); WorldRendererUtility.PrintTextureAtlasUVs(Rand.Range(0, WorldLayer_Hills.TexturesInAtlas.x), Rand.Range(0, WorldLayer_Hills.TexturesInAtlas.z), WorldLayer_Hills.TexturesInAtlas.x, WorldLayer_Hills.TexturesInAtlas.z, subMesh); goto IL_25C; } Rand.PopState(); base.FinalizeMesh(MeshParts.All); }
public override IEnumerable Regenerate() { foreach (object item in base.Regenerate()) { yield return(item); } Rand.PushState(); Rand.Seed = Find.World.info.Seed; WorldGrid worldGrid = Find.WorldGrid; int tilesCount = worldGrid.TilesCount; for (int i = 0; i < tilesCount; i++) { Material material; FloatRange floatRange; switch (worldGrid[i].hilliness) { case Hilliness.SmallHills: material = WorldMaterials.SmallHills; floatRange = BasePosOffsetRange_SmallHills; break; case Hilliness.LargeHills: material = WorldMaterials.LargeHills; floatRange = BasePosOffsetRange_LargeHills; break; case Hilliness.Mountainous: material = WorldMaterials.Mountains; floatRange = BasePosOffsetRange_Mountains; break; case Hilliness.Impassable: material = WorldMaterials.ImpassableMountains; floatRange = BasePosOffsetRange_ImpassableMountains; break; default: continue; } LayerSubMesh subMesh = GetSubMesh(material); Vector3 tileCenter = worldGrid.GetTileCenter(i); Vector3 posForTangents = tileCenter; float magnitude = tileCenter.magnitude; tileCenter = (tileCenter + Rand.UnitVector3 * floatRange.RandomInRange * worldGrid.averageTileSize).normalized * magnitude; WorldRendererUtility.PrintQuadTangentialToPlanet(tileCenter, posForTangents, BaseSizeRange.RandomInRange * worldGrid.averageTileSize, 0.005f, subMesh, counterClockwise: false, randomizeRotation: true, printUVs: false); WorldRendererUtility.PrintTextureAtlasUVs(Rand.Range(0, TexturesInAtlas.x), Rand.Range(0, TexturesInAtlas.z), TexturesInAtlas.x, TexturesInAtlas.z, subMesh); } Rand.PopState(); FinalizeMesh(MeshParts.All); }
public override IEnumerable Regenerate() { foreach (object item in base.Regenerate()) { yield return(item); } Rand.PushState(); Rand.Seed = Find.World.info.Seed; LayerSubMesh subMesh = GetSubMesh(WorldMaterials.Sun); WorldRendererUtility.PrintQuadTangentialToPlanet(Vector3.forward * 10f, 15f, 0f, subMesh, counterClockwise: true); Rand.PopState(); FinalizeMesh(MeshParts.All); }
public override IEnumerable Regenerate() { foreach (object result in base.Regenerate()) { yield return(result); } Rand.PushState(); Rand.Seed = Find.World.info.Seed; LayerSubMesh sunSubMesh = base.GetSubMesh(WorldMaterials.Sun); WorldRendererUtility.PrintQuadTangentialToPlanet(Vector3.forward * 10f, 15f, 0f, sunSubMesh, true, false, true); Rand.PopState(); base.FinalizeMesh(MeshParts.All); }
public override IEnumerable Regenerate() { IEnumerator enumerator = base.Regenerate().GetEnumerator(); try { if (enumerator.MoveNext()) { object result = enumerator.Current; yield return(result); /*Error: Unable to find new state assignment for yield return*/; } } finally { IDisposable disposable; IDisposable disposable2 = disposable = (enumerator as IDisposable); if (disposable != null) { disposable2.Dispose(); } } Rand.PushState(); Rand.Seed = Find.World.info.Seed; for (int i = 0; i < 1500; i++) { Vector3 unitVector = Rand.UnitVector3; Vector3 pos = unitVector * 10f; LayerSubMesh subMesh = GetSubMesh(WorldMaterials.Stars); float num = StarsDrawSize.RandomInRange; Vector3 rhs = (!UseStaticRotation) ? Vector3.forward : GenCelestial.CurSunPositionInWorldSpace().normalized; float num2 = Vector3.Dot(unitVector, rhs); if (num2 > 0.8f) { num *= GenMath.LerpDouble(0.8f, 1f, 1f, 0.35f, num2); } WorldRendererUtility.PrintQuadTangentialToPlanet(pos, num, 0f, subMesh, counterClockwise: true, randomizeRotation: true); } calculatedForStartingTile = ((Find.GameInitData == null) ? (-1) : Find.GameInitData.startingTile); calculatedForStaticRotation = UseStaticRotation; Rand.PopState(); FinalizeMesh(MeshParts.All); yield break; IL_01ee: /*Error near IL_01ef: Unexpected return in MoveNext()*/; }
public virtual void Print(LayerSubMesh subMesh) { float averageTileSize = Find.WorldGrid.averageTileSize; WorldRendererUtility.PrintQuadTangentialToPlanet(this.DrawPos, (float)(0.699999988079071 * averageTileSize), 0.015f, subMesh, false, true, true); }
public virtual void Print(LayerSubMesh subMesh) { float averageTileSize = Find.WorldGrid.averageTileSize; WorldRendererUtility.PrintQuadTangentialToPlanet(DrawPos, 0.7f * averageTileSize, 0.015f, subMesh, counterClockwise: false, randomizeRotation: true); }
public override IEnumerable Regenerate() { IEnumerator enumerator = this.< Regenerate > __BaseCallProxy0().GetEnumerator(); try { while (enumerator.MoveNext()) { object result = enumerator.Current; yield return(result); } } finally { IDisposable disposable; if ((disposable = (enumerator as IDisposable)) != null) { disposable.Dispose(); } } Rand.PushState(); Rand.Seed = Find.World.info.Seed; WorldGrid grid = Find.WorldGrid; int tilesCount = grid.TilesCount; int i = 0; while (i < tilesCount) { Tile tile = grid[i]; Material material; FloatRange floatRange; switch (tile.hilliness) { case Hilliness.SmallHills: material = WorldMaterials.SmallHills; floatRange = WorldLayer_Hills.BasePosOffsetRange_SmallHills; goto IL_185; case Hilliness.LargeHills: material = WorldMaterials.LargeHills; floatRange = WorldLayer_Hills.BasePosOffsetRange_LargeHills; goto IL_185; case Hilliness.Mountainous: material = WorldMaterials.Mountains; floatRange = WorldLayer_Hills.BasePosOffsetRange_Mountains; goto IL_185; case Hilliness.Impassable: material = WorldMaterials.ImpassableMountains; floatRange = WorldLayer_Hills.BasePosOffsetRange_ImpassableMountains; goto IL_185; } IL_262: i++; continue; IL_185: LayerSubMesh subMesh = base.GetSubMesh(material); Vector3 vector = grid.GetTileCenter(i); Vector3 posForTangents = vector; float magnitude = vector.magnitude; vector = (vector + Rand.UnitVector3 * floatRange.RandomInRange * grid.averageTileSize).normalized * magnitude; WorldRendererUtility.PrintQuadTangentialToPlanet(vector, posForTangents, WorldLayer_Hills.BaseSizeRange.RandomInRange * grid.averageTileSize, 0.005f, subMesh, false, true, false); WorldRendererUtility.PrintTextureAtlasUVs(Rand.Range(0, WorldLayer_Hills.TexturesInAtlas.x), Rand.Range(0, WorldLayer_Hills.TexturesInAtlas.z), WorldLayer_Hills.TexturesInAtlas.x, WorldLayer_Hills.TexturesInAtlas.z, subMesh); goto IL_262; } Rand.PopState(); base.FinalizeMesh(MeshParts.All); yield break; }
public override IEnumerable Regenerate() { IEnumerator enumerator = base.Regenerate().GetEnumerator(); try { if (enumerator.MoveNext()) { object result = enumerator.Current; yield return(result); /*Error: Unable to find new state assignment for yield return*/; } } finally { IDisposable disposable; IDisposable disposable2 = disposable = (enumerator as IDisposable); if (disposable != null) { disposable2.Dispose(); } } Rand.PushState(); Rand.Seed = Find.World.info.Seed; WorldGrid grid = Find.WorldGrid; int tilesCount = grid.TilesCount; for (int i = 0; i < tilesCount; i++) { Tile tile = grid[i]; Material material; FloatRange floatRange; LayerSubMesh subMesh; Vector3 vector; Vector3 posForTangents; float magnitude; IntVec2 texturesInAtlas; int indexX; IntVec2 texturesInAtlas2; int indexY; IntVec2 texturesInAtlas3; int x; IntVec2 texturesInAtlas4; switch (tile.hilliness) { case Hilliness.SmallHills: material = WorldMaterials.SmallHills; floatRange = WorldLayer_Hills.BasePosOffsetRange_SmallHills; goto IL_0180; case Hilliness.LargeHills: material = WorldMaterials.LargeHills; floatRange = WorldLayer_Hills.BasePosOffsetRange_LargeHills; goto IL_0180; case Hilliness.Mountainous: material = WorldMaterials.Mountains; floatRange = WorldLayer_Hills.BasePosOffsetRange_Mountains; goto IL_0180; case Hilliness.Impassable: { material = WorldMaterials.ImpassableMountains; floatRange = WorldLayer_Hills.BasePosOffsetRange_ImpassableMountains; goto IL_0180; } IL_0180: subMesh = base.GetSubMesh(material); vector = grid.GetTileCenter(i); posForTangents = vector; magnitude = vector.magnitude; vector += Rand.UnitVector3 * floatRange.RandomInRange * grid.averageTileSize; vector = vector.normalized * magnitude; WorldRendererUtility.PrintQuadTangentialToPlanet(vector, posForTangents, WorldLayer_Hills.BaseSizeRange.RandomInRange * grid.averageTileSize, 0.005f, subMesh, false, true, false); texturesInAtlas = WorldLayer_Hills.TexturesInAtlas; indexX = Rand.Range(0, texturesInAtlas.x); texturesInAtlas2 = WorldLayer_Hills.TexturesInAtlas; indexY = Rand.Range(0, texturesInAtlas2.z); texturesInAtlas3 = WorldLayer_Hills.TexturesInAtlas; x = texturesInAtlas3.x; texturesInAtlas4 = WorldLayer_Hills.TexturesInAtlas; WorldRendererUtility.PrintTextureAtlasUVs(indexX, indexY, x, texturesInAtlas4.z, subMesh); break; } } Rand.PopState(); base.FinalizeMesh(MeshParts.All); yield break; IL_0287: /*Error near IL_0288: Unexpected return in MoveNext()*/; }
public static void PrintQuadTangentialToPlanet(Vector3 pos, float size, float altOffset, LayerSubMesh subMesh, bool counterClockwise = false, bool randomizeRotation = false, bool printUVs = true) { WorldRendererUtility.PrintQuadTangentialToPlanet(pos, pos, size, altOffset, subMesh, counterClockwise, randomizeRotation, printUVs); }